Lethal Dice 50 by marcmagus

A solo card/dice game of delaying the inevitable.
Download the Print & Play PDF, read the rules, print the cards (last page is optional card backs, print multiple times if you want two-sided cards), grab some dice, and play. Or download the Tabletop Simulator mod and try it out there (Tabletop Simulator by Berserk Games not included).
The mechanics are inspired by the games SIXIS and One Deck Dungeon by Chris Cieslik, published by Asmadi Games.
Tools used: * Libre Office Writer * GIMP * Google Sheets * AnyDice
Free Fonts used: * Chunk * Liberation Serif
Post-Jam FAQ/Rules Clarifications
- What do I do with the rest of the cards at the end of the round? Discard them, sorry.
- Can I put more than one die in a single box? No, each box on a card needs exactly one die.
- How do I get started? Draw one face-up card, roll a bunch of dice (I suggest 8).
- If I have to cover 16 boxes and I have 4 dice in reserve do I have to roll 16 dice? No, your minimum is enough dice to cover all the boxes using your entire reserve: in this case 12 dice.
High Scores
- 400 - PomoTheDog
- 400* - BluishGreenProductions [Fixed seed - TTS unshuffled deck]
- 350 - Phlip45
- 250 - Frib
- 250 - ElysiaGriffin
- 250 - HonestDanGames
- 250 - almost
- 200 - jitspoe
- 200 - Voidsay
- 150 - zc74560
| Print & Play | https://marcmagus.itch.io/lethal-dice50 |
| Tabletop Simulator Mod | https://steamcommunity.com/sharedfiles/filedetails/?id=2789081182 |
| Tabletop Simulator Mod | https://steamcommunity.com/sharedfiles/filedetails/?id=2789081182 |
| Tabletop Simulator Mod | https://steamcommunity.com/sharedfiles/filedetails/?id=2789081182 |
| Tabletop Simulator Mod | https://steamcommunity.com/sharedfiles/filedetails/?id=2789081182 |
| Original URL | https://ldjam.com/events/ludum-dare/50/lethal-dice-50 |
Ratings
| Overall | 209th | 3.62⭐ | 56🧑⚖️ |
| Fun | 202th | 3.585⭐ | 55🧑⚖️ |
| Innovation | 88th | 3.87⭐ | 56🧑⚖️ |
| Theme | 198th | 3.833⭐ | 56🧑⚖️ |
| Graphics | 560th | 2.627⭐ | 53🧑⚖️ |
| Humor | 351th | 2.6⭐ | 52🧑⚖️ |
| Mood | 388th | 3.07⭐ | 52🧑⚖️ |
| Given | 56🗳️ | 106🗨️ |
I think that if the cards had unique abilities, besides reserving a dice, it would make the game a bit more interesting. It would also keep things interesting at the end of the round when you pick which of the abilities you would keep going forward. Do you get the score multiplier? or do you get the one that lets you ignore a dice every roll? or maybe the one that lets you reroll up to 5 dice a round? It could get pretty interesting.
Anyways, those are just some ideas if you would want to continue working on the game. As it is, I had a fun time with my playthrough. I only got up to 350pts.
The rules were well written enough for me to understand the flow of the game, except for that "discard the rest" part you forgot (I heard you mention that on Elysia's stream)
Well done, I like the take on the theme.
I only got 150pt in my first gameplay. Luck is very important in the game.
And also I think this game does not fit real Print Play well. Because add up to ten rolls many times is not interesting. But TTS will do that for me :)
I do have one question on the rules. I had 16 boxes to cover, and the rules state that I must roll at least 16 dice then, even though I have some dice in reserve. Is that correct? It probably feels better if you can roll as many as you want as long as the amount + your reserve can potentially cover all boxes.
I had an absolute blast playing this.
I definitely misread the line "...place *all* **such** cards face-down..." as "...place *all* cards **!** face down..." and discarded my entire hand when I needed a 5 but didn't get one. I think that line might be better rewritten as "If you covered every box on every card, choose one card and place it face-up in the score area. Otherwise, place each card with at least one unfilled box face-down in the score area."
Also, the inner pedantic scientist in me is screaming at you to label the axes on the graph.
@frib the intent is that you're only required to roll enough that you can cover the boxes using everything in reserve (that's a lot of what makes reserve worth taking risks to build up). I'll add an FAQ and take a look into whether I can word it better for 1.2, thanks.
@niterich Thanks for the suggestion. I'll take a look and consider a revision to clarify that point. The axis labels are intuitively obvious. ;) (Fair point, I really should have taken the time to get that in)
I enjoyed the concept of the game, pushing your luck so that you can still score but keeping the total under 50. I played the tabletop simulator version while reading the rules pdf, and had a good time with it! I also like the novelty of a dice and paper game in the game jam, and might try out some house rules in the future to play with other people too.
The rules are well written, but is such a minimalist design of the cards planned? or are you in the process of graphics?
Feels so good when everything played out you wanted.
> Turn over face-up into the play area one card from the draw pile and an additional card for each card (upright or reversed) in the score area.
You haven't mentioned the score area at all by this point. Add to that, the fact that it feels like English might not be your first language, just from reading the rules.
If you want to rewrite this, I'd begin by explaining the different areas where you can place cards, the anatomy of a card, etc. Maybe include some diagrams or illustrations as well. Also, having "LD50" scattered through the rules was confusing, though I just realized what you were going for there - clever.
Another reason I didn't enjoy it was simply the push-your-luck nature of the game, something which I generally don't like. Not your fault there.
@yusovv it was intentional. The theme I designed around is a little too dark especially in the current cultural moment for me to be comfortable leaning into it explicitly, so I didn't want to do card titles/artwork. In a jam timeline I knew I couldn't figure out a way to be appropriately sensitive to it. I had been considering putting special rules text into that area but I decided to scale it back to the most basic version of the game.
@bucketh3ad @ratstail91 Agreed: there are some places where the structure and wording of the rules could be a lot clearer. Maybe I'll get another update out. The presence of a diagram showing the layout on the table also doesn't seem to help as much as I'd expected it to.
The rules were a little confusing when first mentioning "upright cards in the score pile", having no idea what "upright" or "score pile" were. Actually took a couple readings to realize that "upright" meant "not upside down", for some reason I was thinking it meant 90 degrees rotated/tapped and didn't see any way they would get that way when reading the rest of the rules ^_^.
Oh well nothing that an excel spreadsheet (I should really make an excel spreadsheet game) and a few online number generators can't solve. Only got 200 points, cause I didn't notice the dice saving mechanic.
You are very space efficient with your instructions. Maybe a bit too dense for my tabletop noob brain.
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1450167991?t=08h25m36s
Good luck on your ratings! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
@voidsay Thanks. Two pages and more explanation probably would have been a better choice for this one than the rules I ended up with, but, well, jam time happened.
@jitspoe @elysiagriffin Thank you both for taking the time to play my game on your streams. I know it's more of a time commitment than your usual content and I appreciated the opportunity to watch people interact with it. It was very valuable feedback.

I didn't fail any objectives, but I went bust on round 6, where I rolled 11 dice totaling 52 (6 of the dice were 6s).
Tabletop Simulator's feature of showing the sum for a selected group of dice is really convenient here.
The push your luck aspect is nice. The rules are fairly simple which is good for learning the game. I was a bit confused about the scoring area, but the image and example on the right side of the rules made it clear what it should look like. I assume that reserved dice stay in the reserved area until they are used.
The 1 1 1 card seems much harder than the other cards, but I think it's fine for there to be some variance in card difficulty so that you have to think about how many dice to roll each time.
It's not really necessary, but it would be cool if there was art or background on the cards, sort of like the cards in Splendor or Century Spice Road.
*Sorry for forgetting to shuffle :P
1) the LD50 rule felt a bit too much of a coin toss. I would be interested in seeing how a more iterative "push your luck" mechanic worked, where you can pay extra to roll extra dice. For example: You roll 8 die. But realise you are short on what is required. So you can roll an extra N dice, but for each new dice you have to add another 1 to your total. So I may choose two more dice to roll. Say my 8 dice totalled 30, then to roll 2 more I add 2, so 32. Then the dice land 4 and 2, so takes me to 38. Maybe I am still short, and I can choose N dice to roll, but this time it costs 2 per dice. I roll 2 more dice, so 38 goes to 40. The dice land 4 and 5, leaving me on 49.
2) I would like adding more strategy elements to it, such as getting to keep 1 of the face up cards per rounds, allowing you to have more control over the dice criteria you need to satisfy.
you face more and more cards on deck
you try to use dice to fill the demand of cards
you can use any dice without rolling at all (use them as it is)
but as demands(box) are growing, you have to roll dices to change them into possible needed numbers
yet once all the rolled dices add up to 50 the game instantly end
The part I like is the mechanism of how card demands dices, with range/evenodd/certain number
Also the potential of perplan early in the game (prepare a balance group dice early)
And the best part, every strategy is masked with randomness
The distribution of dices is puzzle(certian) combined with random(uncertainty)
Good work!
@marcmagus: finally got to play some games on TTS (my high score was 350). I like how "strategic" it can be - there was a moment where I knew that I lost not because of the randomness, but because I made a bad decision when choosing a card for scoring. The only thing that could take a bit of the fun is having to check if the dice added up to 50 when playing IRL.
Also, I think one thing that could help with the instructions would be to first present that picture with the example and labels for each type of thing ("upright score cards", "upside down penalty cards", etc), so then the instructions could refer to them more easily.

Also in case someone needs a short JS function to roll some dices: (e.g. `roll(3)` to roll 3 dices)
```javascript
const rollDice = () => 1 + Math.random() * 6 | 0
const roll = (n) => { const rolls = new Array(n).fill(0).map(rollDice); console.table({ sum: rolls.reduce((a, b) => a + b), ...Object.fromEntries([1, 2, 3, 4, 5, 6].map(v => [v, rolls.filter(e => e == v).length])) }) }
```
My Highscore was 300. It is a super fun game which I think isn't easy to come up with in such a short time! Also pretty good idea to include the LD_50 graph in the instructions, this lets the player really consider how much risk to take.
While playing I wondered if there could be some more depth to the reserve mechanic (maybe something like you can sacrifice one reserve dice to increase the maximum sum) but I also really liked the simplicity of the game, so I don't know about that (also the game seems balanced in its current form)
Had a lot of fun with this game, great work! Cool to see a tabletop game in ludum dare!